overte/libraries/entities/src/EntityTreeElement.cpp
2014-08-28 13:46:54 -07:00

750 lines
No EOL
32 KiB
C++

//
// EntityTreeElement.cpp
// libraries/entities/src
//
// Created by Brad Hefta-Gaub on 12/4/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <glm/gtx/transform.hpp>
#include <FBXReader.h>
#include <GeometryUtil.h>
#include "EntityTree.h"
#include "EntityTreeElement.h"
EntityTreeElement::EntityTreeElement(unsigned char* octalCode) : OctreeElement(), _entityItems(NULL) {
init(octalCode);
};
EntityTreeElement::~EntityTreeElement() {
//qDebug() << "EntityTreeElement::~EntityTreeElement() this=" << this;
_voxelMemoryUsage -= sizeof(EntityTreeElement);
delete _entityItems;
_entityItems = NULL;
}
// This will be called primarily on addChildAt(), which means we're adding a child of our
// own type to our own tree. This means we should initialize that child with any tree and type
// specific settings that our children must have. One example is out VoxelSystem, which
// we know must match ours.
OctreeElement* EntityTreeElement::createNewElement(unsigned char* octalCode) {
EntityTreeElement* newChild = new EntityTreeElement(octalCode);
newChild->setTree(_myTree);
return newChild;
}
void EntityTreeElement::init(unsigned char* octalCode) {
OctreeElement::init(octalCode);
_entityItems = new QList<EntityItem*>;
_voxelMemoryUsage += sizeof(EntityTreeElement);
}
EntityTreeElement* EntityTreeElement::addChildAtIndex(int index) {
EntityTreeElement* newElement = (EntityTreeElement*)OctreeElement::addChildAtIndex(index);
newElement->setTree(_myTree);
return newElement;
}
OctreeElement::AppendState EntityTreeElement::appendElementData(OctreePacketData* packetData,
EncodeBitstreamParams& params) const {
bool wantDebug = false;
if (wantDebug) {
qDebug() << "EntityTreeElement::appendElementData()";
qDebug() << " getAACube()=" << getAACube();
qDebug() << " START OF ELEMENT packetData->uncompressed size:" << packetData->getUncompressedSize();
}
OctreeElement::AppendState appendElementState = OctreeElement::COMPLETED; // assume the best...
// first, check the params.extraEncodeData to see if there's any partial re-encode data for this element
OctreeElementExtraEncodeData* extraEncodeData = params.extraEncodeData;
EntityTreeElementExtraEncodeData* entityTreeElementExtraEncodeData = NULL;
bool hadElementExtraData = false;
if (extraEncodeData && extraEncodeData->contains(this)) {
entityTreeElementExtraEncodeData = static_cast<EntityTreeElementExtraEncodeData*>(extraEncodeData->value(this));
hadElementExtraData = true;
} else {
// if there wasn't one already, then create one
entityTreeElementExtraEncodeData = new EntityTreeElementExtraEncodeData();
}
LevelDetails elementLevel = packetData->startLevel();
// write our entities out... first determine which of the entities are in view based on our params
uint16_t numberOfEntities = 0;
uint16_t actualNumberOfEntities = 0;
QVector<uint16_t> indexesOfEntitiesToInclude;
if (wantDebug) {
qDebug() << "EntityTreeElement::appendElementData() _entityItems->size()=" << _entityItems->size();
}
for (uint16_t i = 0; i < _entityItems->size(); i++) {
EntityItem* entity = (*_entityItems)[i];
bool includeThisEntity = true;
if (hadElementExtraData) {
includeThisEntity = entityTreeElementExtraEncodeData->includedItems.contains(entity->getEntityItemID());
if (wantDebug) {
qDebug() << " hadElementExtraData=" << hadElementExtraData;
qDebug() << " entity[" << i <<"].entityItemID=" << entity->getEntityItemID();
qDebug() << " entity[" << i <<"].includeThisEntity=" << includeThisEntity;
}
}
if (includeThisEntity && params.viewFrustum) {
AACube entityCube = entity->getAACube();
entityCube.scale(TREE_SCALE);
if (params.viewFrustum->cubeInFrustum(entityCube) == ViewFrustum::OUTSIDE) {
includeThisEntity = false; // out of view, don't include it
if (wantDebug) {
qDebug() << " entity[" << i <<"] cubeInFrustum(entityCube) == ViewFrustum::OUTSIDE "
"includeThisEntity=" << includeThisEntity;
}
}
}
if (includeThisEntity) {
indexesOfEntitiesToInclude << i;
numberOfEntities++;
}
}
int numberOfEntitiesOffset = packetData->getUncompressedByteOffset();
bool successAppendEntityCount = packetData->appendValue(numberOfEntities);
if (wantDebug) {
qDebug() << " numberOfEntities=" << numberOfEntities;
qDebug() << " successAppendEntityCount=" << successAppendEntityCount;
qDebug() << "--- before child loop ---";
qDebug() << " packetData->getUncompressedSize()=" << packetData->getUncompressedSize() << "line:" << __LINE__;
qDebug() << " packetData->getReservedBytes()=" << packetData->getReservedBytes();
}
if (successAppendEntityCount) {
if (wantDebug) {
qDebug() << "EntityTreeElement::appendElementData()";
qDebug() << " indexesOfEntitiesToInclude loop.... numberOfEntities=" << numberOfEntities;
}
foreach (uint16_t i, indexesOfEntitiesToInclude) {
EntityItem* entity = (*_entityItems)[i];
if (wantDebug) {
qDebug() << " indexesOfEntitiesToInclude.... entity[" << i <<"].entityItemID=" << entity->getEntityItemID();
}
LevelDetails entityLevel = packetData->startLevel();
if (wantDebug) {
qDebug() << "--- BEFORE entity ---";
qDebug() << " packetData->getUncompressedSize=" << packetData->getUncompressedSize() << "line:" << __LINE__;
qDebug() << " packetData->getReservedBytes=" << packetData->getReservedBytes();
}
OctreeElement::AppendState appendEntityState = entity->appendEntityData(packetData,
params, entityTreeElementExtraEncodeData);
if (wantDebug) {
qDebug() << "--- AFTER entity ---";
qDebug() << " packetData->getUncompressedSize=" << packetData->getUncompressedSize() << "line:" << __LINE__;
qDebug() << " packetData->getReservedBytes=" << packetData->getReservedBytes();
}
// If none of this entity data was able to be appended, then discard it
// and don't include it in our entity count
if (appendEntityState == OctreeElement::NONE) {
if (wantDebug) {
qDebug() << " indexesOfEntitiesToInclude.... entity[" << i <<"] DIDN'T FIT!!!";
}
packetData->discardLevel(entityLevel);
} else {
// If either ALL or some of it got appended, then end the level (commit it)
// and include the entity in our final count of entities
packetData->endLevel(entityLevel);
actualNumberOfEntities++;
if (wantDebug) {
qDebug() << " indexesOfEntitiesToInclude.... entity[" << i <<"] ALL OR SOME FIT!!!";
}
}
// If the entity item got completely appended, then we can remove it from the extra encode data
if (appendEntityState == OctreeElement::COMPLETED) {
entityTreeElementExtraEncodeData->includedItems.remove(entity->getEntityItemID());
if (wantDebug) {
qDebug() << " indexesOfEntitiesToInclude.... entity[" << i <<"] IT ALL FIT!!!";
}
} else {
if (wantDebug) {
if (appendEntityState == OctreeElement::NONE) {
qDebug() << " indexesOfEntitiesToInclude.... entity[" << i <<"] DIDN'T FIT!!!";
} else {
qDebug() << " indexesOfEntitiesToInclude.... entity[" << i <<"] PARTIAL FIT!!!";
}
}
}
// If any part of the entity items didn't fit, then the element is considered partial
// NOTE: if the entity item didn't fit or only partially fit, then the entity item should have
// added itself to the extra encode data.
if (appendEntityState != OctreeElement::COMPLETED) {
appendElementState = OctreeElement::PARTIAL;
}
}
}
if (wantDebug) {
qDebug() << "--- done with loop ---";
qDebug() << " actualNumberOfEntities=" << actualNumberOfEntities;
qDebug() << " numberOfEntities=" << numberOfEntities;
qDebug() << " appendElementState=" << appendElementState;
}
// If we were provided with extraEncodeData, and we allocated and/or got entityTreeElementExtraEncodeData
// then we need to do some additional processing, namely make sure our extraEncodeData is up to date for
// this octree element.
if (extraEncodeData && entityTreeElementExtraEncodeData) {
if (wantDebug) {
qDebug() << " handling extra encode data....";
}
// If after processing we have some includedItems left in it, then make sure we re-add it back to our map
if (entityTreeElementExtraEncodeData->includedItems.size()) {
extraEncodeData->insert(this, entityTreeElementExtraEncodeData);
if (wantDebug) {
qDebug() << " RE INSERT OUR EXTRA DATA....";
}
} else {
// otherwise, clean things up...
extraEncodeData->remove(this);
delete entityTreeElementExtraEncodeData;
if (wantDebug) {
qDebug() << " REMOVE OUR EXTRA DATA....";
}
}
}
// Determine if no entities at all were able to fit
bool noEntitiesFit = (numberOfEntities > 0 && actualNumberOfEntities == 0);
// If we wrote fewer entities than we expected, update the number of entities in our packet
bool successUpdateEntityCount = true;
if (!noEntitiesFit && numberOfEntities != actualNumberOfEntities) {
successUpdateEntityCount = packetData->updatePriorBytes(numberOfEntitiesOffset,
(const unsigned char*)&actualNumberOfEntities, sizeof(actualNumberOfEntities));
if (wantDebug) {
qDebug() << " UPDATE NUMER OF ENTITIES.... actualNumberOfEntities=" << actualNumberOfEntities;
}
}
// If we weren't able to update our entity count, or we couldn't fit any entities, then
// we should discard our element and return a result of NONE
if (!successUpdateEntityCount || noEntitiesFit) {
packetData->discardLevel(elementLevel);
appendElementState = OctreeElement::NONE;
if (wantDebug) {
qDebug() << " something went wrong... discardLevel().... appendElementState = OctreeElement::NONE;";
qDebug() << " successUpdateEntityCount=" << successUpdateEntityCount;
qDebug() << " noEntitiesFit=" << noEntitiesFit;
if (extraEncodeData) {
qDebug() << " do we still have extra data?? " << extraEncodeData->contains(this);
} else {
qDebug() << " what happened to extraEncodeData??";
}
}
} else {
packetData->endLevel(elementLevel);
if (wantDebug) {
qDebug() << " looks good endLevel().... appendElementState=" << appendElementState;
qDebug() << " successUpdateEntityCount=" << successUpdateEntityCount;
qDebug() << " noEntitiesFit=" << noEntitiesFit;
}
}
if (wantDebug) {
qDebug() << "END OF ELEMENT packetData->uncompressed size:" << packetData->getUncompressedSize();
}
return appendElementState;
}
bool EntityTreeElement::containsEntityBounds(const EntityItem* entity) const {
return containsBounds(entity->getMinimumPoint(), entity->getMaximumPoint());
}
bool EntityTreeElement::bestFitEntityBounds(const EntityItem* entity) const {
return bestFitBounds(entity->getMinimumPoint(), entity->getMaximumPoint());
}
bool EntityTreeElement::containsBounds(const EntityItemProperties& properties) const {
return containsBounds(properties.getMinimumPointTreeUnits(), properties.getMaximumPointTreeUnits());
}
bool EntityTreeElement::bestFitBounds(const EntityItemProperties& properties) const {
return bestFitBounds(properties.getMinimumPointTreeUnits(), properties.getMaximumPointTreeUnits());
}
bool EntityTreeElement::containsBounds(const AACube& bounds) const {
return containsBounds(bounds.getMinimumPoint(), bounds.getMaximumPoint());
}
bool EntityTreeElement::bestFitBounds(const AACube& bounds) const {
return bestFitBounds(bounds.getMinimumPoint(), bounds.getMaximumPoint());
}
bool EntityTreeElement::containsBounds(const AABox& bounds) const {
return containsBounds(bounds.getMinimumPoint(), bounds.getMaximumPoint());
}
bool EntityTreeElement::bestFitBounds(const AABox& bounds) const {
return bestFitBounds(bounds.getMinimumPoint(), bounds.getMaximumPoint());
}
bool EntityTreeElement::containsBounds(const glm::vec3& minPoint, const glm::vec3& maxPoint) const {
glm::vec3 clampedMin = glm::clamp(minPoint, 0.0f, 1.0f);
glm::vec3 clampedMax = glm::clamp(maxPoint, 0.0f, 1.0f);
return _cube.contains(clampedMin) && _cube.contains(clampedMax);
}
bool EntityTreeElement::bestFitBounds(const glm::vec3& minPoint, const glm::vec3& maxPoint) const {
bool wantDebug = false;
glm::vec3 clampedMin = glm::clamp(minPoint, 0.0f, 1.0f);
glm::vec3 clampedMax = glm::clamp(maxPoint, 0.0f, 1.0f);
if (wantDebug) {
qDebug() << " EntityTreeElement::bestFitBounds()";
qDebug() << " minPoint=" << minPoint;
qDebug() << " maxPoint=" << maxPoint;
qDebug() << " clampedMin=" << clampedMin;
qDebug() << " clampedMax=" << clampedMax;
qDebug() << " _cube=" << _cube;
}
if (_cube.contains(clampedMin) && _cube.contains(clampedMax)) {
int childForMinimumPoint = getMyChildContainingPoint(clampedMin);
int childForMaximumPoint = getMyChildContainingPoint(clampedMax);
if (wantDebug) {
qDebug() << " _cube.contains BOTH";
qDebug() << " childForMinimumPoint=" << childForMinimumPoint;
qDebug() << " childForMaximumPoint=" << childForMaximumPoint;
}
// if this is a really small box, then it's close enough!
if (_cube.getScale() <= SMALLEST_REASONABLE_OCTREE_ELEMENT_SCALE) {
if (wantDebug) {
qDebug() << " (_cube.getScale() <= SMALLEST_REASONABLE_OCTREE_ELEMENT_SCALE).... RETURN TRUE";
}
return true;
}
// If I contain both the minimum and maximum point, but two different children of mine
// contain those points, then I am the best fit for that entity
if (childForMinimumPoint != childForMaximumPoint) {
if (wantDebug) {
qDebug() << " (childForMinimumPoint != childForMaximumPoint).... RETURN TRUE";
}
return true;
}
} else {
if (wantDebug) {
qDebug() << " NOT _cube.contains BOTH";
}
}
if (wantDebug) {
qDebug() << " RETURN FALSE....";
}
return false;
}
bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject) {
// only called if we do intersect our bounding cube, but find if we actually intersect with entities...
QList<EntityItem*>::iterator entityItr = _entityItems->begin();
QList<EntityItem*>::const_iterator entityEnd = _entityItems->end();
bool somethingIntersected = false;
while(entityItr != entityEnd) {
EntityItem* entity = (*entityItr);
AACube entityCube = entity->getAACube();
float localDistance;
BoxFace localFace;
// if the ray doesn't intersect with our cube, we can stop searching!
if (entityCube.findRayIntersection(origin, direction, localDistance, localFace)) {
const FBXGeometry* fbxGeometry = _myTree->getGeometryForEntity(entity);
if (fbxGeometry && fbxGeometry->meshExtents.isValid()) {
Extents extents = fbxGeometry->meshExtents;
// NOTE: If the entity has a bad mesh, then extents will be 0,0,0 & 0,0,0
if (extents.minimum == extents.maximum && extents.minimum == glm::vec3(0,0,0)) {
extents.maximum = glm::vec3(1.0f,1.0f,1.0f); // in this case we will simulate the unit cube
}
// NOTE: these extents are entity space, so we need to scale and center them accordingly
// size is our "target size in world space"
// we need to set our entity scale so that the extents of the mesh, fit in a cube that size...
float maxDimension = glm::distance(extents.maximum, extents.minimum);
float scale = entity->getSize() / maxDimension;
glm::vec3 halfDimensions = (extents.maximum - extents.minimum) * 0.5f;
glm::vec3 offset = -extents.minimum - halfDimensions;
extents.minimum += offset;
extents.maximum += offset;
extents.minimum *= scale;
extents.maximum *= scale;
Extents rotatedExtents = extents;
calculateRotatedExtents(rotatedExtents, entity->getRotation());
rotatedExtents.minimum += entity->getPosition();
rotatedExtents.maximum += entity->getPosition();
AABox rotatedExtentsBox(rotatedExtents.minimum, (rotatedExtents.maximum - rotatedExtents.minimum));
// if it's in our AABOX for our rotated extents, then check to see if it's in our non-AABox
if (rotatedExtentsBox.findRayIntersection(origin, direction, localDistance, localFace)) {
// extents is the entity relative, scaled, centered extents of the entity
glm::mat4 rotation = glm::mat4_cast(entity->getRotation());
glm::mat4 translation = glm::translate(entity->getPosition());
glm::mat4 entityToWorldMatrix = translation * rotation;
glm::mat4 worldToEntityMatrix = glm::inverse(entityToWorldMatrix);
AABox entityFrameBox(extents.minimum, (extents.maximum - extents.minimum));
glm::vec3 entityFrameOrigin = glm::vec3(worldToEntityMatrix * glm::vec4(origin, 1.0f));
glm::vec3 entityFrameDirection = glm::vec3(worldToEntityMatrix * glm::vec4(direction, 0.0f));
// we can use the AABox's ray intersection by mapping our origin and direction into the entity frame
// and testing intersection there.
if (entityFrameBox.findRayIntersection(entityFrameOrigin, entityFrameDirection, localDistance, localFace)) {
if (localDistance < distance) {
distance = localDistance;
face = localFace;
*intersectedObject = (void*)entity;
somethingIntersected = true;
}
}
}
} else if (localDistance < distance) {
distance = localDistance;
face = localFace;
*intersectedObject = (void*)entity;
somethingIntersected = true;
}
}
++entityItr;
}
return somethingIntersected;
}
bool EntityTreeElement::findSpherePenetration(const glm::vec3& center, float radius,
glm::vec3& penetration, void** penetratedObject) const {
QList<EntityItem*>::iterator entityItr = _entityItems->begin();
QList<EntityItem*>::const_iterator entityEnd = _entityItems->end();
while(entityItr != entityEnd) {
EntityItem* entity = (*entityItr);
glm::vec3 entityCenter = entity->getPosition();
float entityRadius = entity->getRadius();
// don't penetrate yourself
if (entityCenter == center && entityRadius == radius) {
return false;
}
if (findSphereSpherePenetration(center, radius, entityCenter, entityRadius, penetration)) {
// return true on first valid entity penetration
*penetratedObject = (void*)(entity);
return true;
}
++entityItr;
}
return false;
}
// TODO: do we need to handle "killing" viewed entities as well???
void EntityTreeElement::updateEntityItemID(const EntityItemID& creatorTokenEntityID, const EntityItemID& knownIDEntityID) {
bool wantDebug = false;
if (wantDebug) {
qDebug() << "EntityTreeElement::updateEntityItemID()... LOOKING FOR entity: " <<
"creatorTokenEntityID=" << creatorTokenEntityID <<
"knownIDEntityID=" << knownIDEntityID;
}
uint16_t numberOfEntities = _entityItems->size();
for (uint16_t i = 0; i < numberOfEntities; i++) {
EntityItem* thisEntity = (*_entityItems)[i];
EntityItemID thisEntityID = thisEntity->getEntityItemID();
if (thisEntityID == creatorTokenEntityID) {
if (wantDebug) {
qDebug() << "EntityTreeElement::updateEntityItemID()... FOUND IT entity: " <<
"thisEntityID=" << thisEntityID <<
"creatorTokenEntityID=" << creatorTokenEntityID <<
"knownIDEntityID=" << knownIDEntityID;
}
thisEntity->setID(knownIDEntityID.id);
}
}
}
const EntityItem* EntityTreeElement::getClosestEntity(glm::vec3 position) const {
const EntityItem* closestEntity = NULL;
float closestEntityDistance = FLT_MAX;
uint16_t numberOfEntities = _entityItems->size();
for (uint16_t i = 0; i < numberOfEntities; i++) {
float distanceToEntity = glm::distance(position, (*_entityItems)[i]->getPosition());
if (distanceToEntity < closestEntityDistance) {
closestEntity = (*_entityItems)[i];
}
}
return closestEntity;
}
void EntityTreeElement::getEntities(const glm::vec3& searchPosition, float searchRadius, QVector<const EntityItem*>& foundEntities) const {
uint16_t numberOfEntities = _entityItems->size();
for (uint16_t i = 0; i < numberOfEntities; i++) {
const EntityItem* entity = (*_entityItems)[i];
float distance = glm::length(entity->getPosition() - searchPosition);
if (distance < searchRadius + entity->getRadius()) {
foundEntities.push_back(entity);
}
}
}
void EntityTreeElement::getEntities(const AACube& box, QVector<EntityItem*>& foundEntities) {
QList<EntityItem*>::iterator entityItr = _entityItems->begin();
QList<EntityItem*>::iterator entityEnd = _entityItems->end();
AACube entityCube;
while(entityItr != entityEnd) {
EntityItem* entity = (*entityItr);
float radius = entity->getRadius();
// NOTE: we actually do cube-cube collision queries here, which is sloppy but good enough for now
// TODO: decide whether to replace entityCube-cube query with sphere-cube (requires a square root
// but will be slightly more accurate).
entityCube.setBox(entity->getPosition() - glm::vec3(radius), 2.f * radius);
if (entityCube.touches(box)) {
foundEntities.push_back(entity);
}
++entityItr;
}
}
const EntityItem* EntityTreeElement::getEntityWithEntityItemID(const EntityItemID& id) const {
const EntityItem* foundEntity = NULL;
uint16_t numberOfEntities = _entityItems->size();
for (uint16_t i = 0; i < numberOfEntities; i++) {
if ((*_entityItems)[i]->getEntityItemID() == id) {
foundEntity = (*_entityItems)[i];
break;
}
}
return foundEntity;
}
EntityItem* EntityTreeElement::getEntityWithEntityItemID(const EntityItemID& id) {
EntityItem* foundEntity = NULL;
uint16_t numberOfEntities = _entityItems->size();
for (uint16_t i = 0; i < numberOfEntities; i++) {
if ((*_entityItems)[i]->getEntityItemID() == id) {
foundEntity = (*_entityItems)[i];
break;
}
}
return foundEntity;
}
void EntityTreeElement::cleanupEntities() {
uint16_t numberOfEntities = _entityItems->size();
for (uint16_t i = 0; i < numberOfEntities; i++) {
EntityItem* entity = (*_entityItems)[i];
delete entity;
}
_entityItems->clear();
}
bool EntityTreeElement::removeEntityWithEntityItemID(const EntityItemID& id) {
bool foundEntity = false;
uint16_t numberOfEntities = _entityItems->size();
for (uint16_t i = 0; i < numberOfEntities; i++) {
if ((*_entityItems)[i]->getEntityItemID() == id) {
foundEntity = true;
_entityItems->removeAt(i);
break;
}
}
return foundEntity;
}
bool EntityTreeElement::removeEntityItem(const EntityItem* entity) {
bool foundEntity = false;
uint16_t numberOfEntities = _entityItems->size();
for (uint16_t i = 0; i < numberOfEntities; i++) {
if ((*_entityItems)[i] == entity) {
foundEntity = true;
_entityItems->removeAt(i);
break;
}
}
return foundEntity;
}
// Things we want to accomplish as we read these entities from the data buffer.
//
// 1) correctly update the properties of the entity
// 2) add any new entities that didn't previously exist
//
// TODO: Do we also need to do this?
// 3) mark our tree as dirty down to the path of the previous location of the entity
// 4) mark our tree as dirty down to the path of the new location of the entity
//
// Since we're potentially reading several entities, we'd prefer to do all the moving around
// and dirty path marking in one pass.
int EntityTreeElement::readElementDataFromBuffer(const unsigned char* data, int bytesLeftToRead,
ReadBitstreamToTreeParams& args) {
// If we're the root, but this bitstream doesn't support root elements with data, then
// return without reading any bytes
if (this == _myTree->getRoot() && args.bitstreamVersion < VERSION_ROOT_ELEMENT_HAS_DATA) {
return 0;
}
const unsigned char* dataAt = data;
int bytesRead = 0;
uint16_t numberOfEntities = 0;
int expectedBytesPerEntity = EntityItem::expectedBytes();
if (bytesLeftToRead >= (int)sizeof(numberOfEntities)) {
// read our entities in....
numberOfEntities = *(uint16_t*)dataAt;
dataAt += sizeof(numberOfEntities);
bytesLeftToRead -= (int)sizeof(numberOfEntities);
bytesRead += sizeof(numberOfEntities);
if (bytesLeftToRead >= (int)(numberOfEntities * expectedBytesPerEntity)) {
for (uint16_t i = 0; i < numberOfEntities; i++) {
int bytesForThisEntity = 0;
EntityItemID entityItemID = EntityItemID::readEntityItemIDFromBuffer(dataAt, bytesLeftToRead);
EntityItem* entityItem = _myTree->findEntityByEntityItemID(entityItemID);
bool newEntity = false;
// If the item already exists in our tree, we want do the following...
// 1) allow the existing item to read from the databuffer
// 2) check to see if after reading the item, the containing element is still correct, fix it if needed
//
// TODO: Do we need to also do this?
// 3) remember the old cube for the entity so we can mark it as dirty
if (entityItem) {
bool bestFitBefore = bestFitEntityBounds(entityItem);
EntityTreeElement* currentContainingElement = _myTree->getContainingElement(entityItemID);
EntityItem::SimulationState oldState = entityItem->getSimulationState();
bytesForThisEntity = entityItem->readEntityDataFromBuffer(dataAt, bytesLeftToRead, args);
EntityItem::SimulationState newState = entityItem->getSimulationState();
_myTree->changeEntityState(entityItem, oldState, newState);
bool bestFitAfter = bestFitEntityBounds(entityItem);
if (bestFitBefore != bestFitAfter) {
// This is the case where the entity existed, and is in some element in our tree...
if (!bestFitBefore && bestFitAfter) {
// This is the case where the entity existed, and is in some element in our tree...
if (currentContainingElement != this) {
currentContainingElement->removeEntityItem(entityItem);
this->addEntityItem(entityItem);
_myTree->setContainingElement(entityItemID, this);
}
}
}
} else {
entityItem = EntityTypes::constructEntityItem(dataAt, bytesLeftToRead, args);
if (entityItem) {
bytesForThisEntity = entityItem->readEntityDataFromBuffer(dataAt, bytesLeftToRead, args);
addEntityItem(entityItem); // add this new entity to this elements entities
_myTree->setContainingElement(entityItem->getEntityItemID(), this);
newEntity = true;
}
}
// Move the buffer forward to read more entities
dataAt += bytesForThisEntity;
bytesLeftToRead -= bytesForThisEntity;
bytesRead += bytesForThisEntity;
}
}
}
return bytesRead;
}
void EntityTreeElement::addEntityItem(EntityItem* entity) {
_entityItems->push_back(entity);
}
// will average a "common reduced LOD view" from the the child elements...
void EntityTreeElement::calculateAverageFromChildren() {
// nothing to do here yet...
}
// will detect if children are leaves AND collapsable into the parent node
// and in that case will collapse children and make this node
// a leaf, returns TRUE if all the leaves are collapsed into a
// single node
bool EntityTreeElement::collapseChildren() {
// nothing to do here yet...
return false;
}
bool EntityTreeElement::pruneChildren() {
bool somethingPruned = false;
for (int childIndex = 0; childIndex < NUMBER_OF_CHILDREN; childIndex++) {
EntityTreeElement* child = getChildAtIndex(childIndex);
// if my child is a leaf, but has no entities, then it's safe to delete my child
if (child && child->isLeaf() && !child->hasEntities()) {
bool wantDebug = false;
if (wantDebug) {
qDebug() << "EntityTreeElement::pruneChildren()... WANT TO PRUNE!!!! childIndex=" << childIndex;
}
deleteChildAtIndex(childIndex);
somethingPruned = true;
}
}
return somethingPruned;
}
void EntityTreeElement::debugDump() {
qDebug() << "EntityTreeElement...";
qDebug() << "entity count:" << _entityItems->size();
qDebug() << "cube:" << getAACube();
for (uint16_t i = 0; i < _entityItems->size(); i++) {
EntityItem* entity = (*_entityItems)[i];
entity->debugDump();
}
}